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ARTICLE

Fable: The Journey Vs Kinect Star Wars

Round two of our Kinect coverage from Microsoft Showcase.

Today we match two of the biggest names appearing on the tech - one synonymous with Xbox's own journey to the heart of core, the other a name recognised across the globe and likely the biggest casual seller for Kinect since Dance Central. Fable Vs Star Wars.

For the Core: Fable: The Journey

Right hand to fire magic - playing with gestures will likely result in different variants of attacks.

Molyneux is on the defensive. Where Capcom's developers, decked out in military uniform, were running you through the gauntlet of controls for Steel Battalion, Lionhead's (soon to be ex-)chief stood facing a lone chair in the next room, and let a volunteer from the press learn their way through the demo of Journey.

It's an ethos in stark contrast to what's happening on the other side of the wall, but perfectly fitting for the studio - experimentation, learning and the free-form enjoyment that comes from it. Horse-riding, or more accurately guiding, and spell casting, all through a series of gestures from both hands.

It's a shame the studio head feels the immediate need to argue the reason of this newest Fable, as it sells itself well enough come watching and playing. The connection between player and horse is a logical step from Fable's dog, and the petting and tending to wounds from arrows or cuts - tactile interaction to build a relationship a continuation of themes explored by Kinectimals.

It's only after watching the latest guinea pig yank arrows out of the horse's side that Molyneux tells us that you're capable of pushing rather than pulling, burrowing the head deeper into flesh and causing the animal further distress.

Horse-riding might be along linear routes, but there's a multitude of branching paths, and dangers, to keep you occupied.

Its the non-riding segments that may need more explanation and work - spell casting on the right hand strengthened by raised voice or hold hand back for a time a wonderful idea, but likely not noticeable unless telegraphed by clear instruction first, while the demon tentacles, controlled with the left hand and capable of gripping enemies or objects and tossing them with a flick, seemed unresponsive at times.

We talk to his Molyneux's press agent while waiting for a post-presentation interview. She tells us how much she loves the game, as it's not centred on shooting and killing but exploration and interaction, and how she can see her parents playing it. While the source of the comment can be biased given her role, the opinion still holds true: there is an audience for this game, and dismissing it for what it's not isn't the same as appreciating it for what it's trying to achieve. A Kinect game with core bones and casual flesh? It's not without precedent.

Dodging charging enemies takes more skill than you'd think.

You can watch the game in action as we discuss the merits of the title here, and see our interview with Peter Molyneux
here.

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